Quick answer: Log the exact value your check reads at the moment the player completes the action, then point the condition at the state that really changes.
A tutorial step that hangs after the player clearly did the thing almost always means the completion check is watching the wrong field. The player jumped, but you are polling the wrong flag. Here is how to find and fix it.
How to fix it
1. Log what the check actually reads
Add a debug line inside the completion check that prints the value it tests each frame. Perform the action and confirm whether that value ever flips. If it does not move, the check is on the wrong variable.
2. Bind the condition to the real state
Wire the step to the actual signal that fires on success, for example the same event your gameplay code raises, rather than a separate counter you forgot to increment. Reuse the gameplay event so the two can never drift apart.
3. Test the boundary case
Verify the condition with the exact value, not an approximation. If you require jumpCount >= 1 but reset the counter elsewhere, the player can satisfy and lose the state in the same frame. Latch a boolean once the goal is met.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.